Scout Archive
Thread: Why do we need to get the shaft as Scouts
It seems to me that every class get xp for the things they do even to the point that they installed a new feture to let them get xp not as much sure but still xp for making anything just for practise. We as scout have to craft our traps and our camps. Yet we get nothing for wasting our time doing so ok ok I understand we get trap xp forusing traps we get servivel xp for camping but as scout you would think we would get these xps for making the items but no that would be cool.
Another we can forage I have found great things that add insane buffs but do i get anything for finding them yeah -112 to action cool.
Then theres the ever nerfed MS. So devs or anyone can you tell what this is going to do for me ohhhhh yeah thats right nothing woohooo great. Along with that theres camo can someone tell what this does so far I am seen justas much with novice camo as I am now with exploer camo another good job shafting us.I think the only thing I can truely say has not been raped and pillaged by NERF is the burst run and the fact thatI can run uphill faster then most can run down hill this applies ofcourse if you dont have scout skills.
Over all BFD scouts Suck we got hosed and the devs dont give a crap. They make us master it to be BH the make us master 1/2 of it to CH. But over all the make us have to do this with 2 trees that both make us skin the crap out off everything we kill cause thats the only way we can get it. what i compleatly dont get is the need to master traps for BH as a Bh we dont use them why you ask well they dont work on non creatures and becasue theres no kreetle Marks guess what you never use them.
In closeing the only reason I can think that the devs did this is so that everyone wouldnt be a BH cause who whats to waste there time mastering things they will never use. But then again not everyone wanted to be a BH just a hand full and I guess that too many. I can only guess how messed up jedi will get. I can see it now yes to unlock Jedi you must master scout then turn in all your xp master it again trun it in then master brawler to have to turn all them it to master crafting to turn them back in to have to master scout again and this time I mean it.
>>> the patch that is ...expected to go live shortly:
Any kind of timeframe? A week? A month?
J,
It's on Test Center now.
I don't have an official ETA, but I expect sometime between today and Friday.
That is strictly my personal opinion, and not reflective of anything the Devs may have planned.
B
The constant refrain scouting doesn't, scouting is not as good as the other classes, there are all kinds of ways the scouts get the short end of the stick ect gets a little burdensome after a while.
Scouts in the RW as well as the game tend to be individuals who value independence, self sufficiency and, some of us, solitude.
It seems to me that when we hear this refrain, we should consider the problem may lay with , not the skill but the player utilizing the skill. Its seems that the independently minded takes the approach 'if life gives you lemons then make lemon-aide'.
An example of this is they idea that you get artisan and make things and get 2 types of XP at once. But you know, if the there is nothing else to do, what a perfect time to have dinner, go to the bath room, talk to a family member..... While you are doing these real world activities, you are grinding away raking up the XP's. Heck real scouts love camping.
BTW on the no build zone issue, a new thought. Let people build camps where ever they want. Just only let them earn XP outside of a city.
That'sssssss all folks
The funny thing is that even a slow scout will max his skills in a month or two. Why does eveyone wish to get XP faster? In two months, your XP bars will have stopped moving. You will no longer camp for XP. You will no longer forage for XP (if its put in). You won't craft camps or traps for XP. You won't throw traps for XP. etc. etc. etc. If you want to BE a scout, then PLAY a scout. Turn off the XP bars and figure out what it means to be a scout.
Here's what it means to me:
Scouts know how to get to and from any place on the planet. They have waypoints to all the cool hunting grounds, theme parks, dungeons, etc.
Scouts provide harvested resources to the community. This helps form relationships and builds the scout's nest egg.
Scouts track animals and blend in with the environment. Even if you don't have in game support for these things, you can still do them. A good scout knows where to hunt specific type of game.
A Scout spends 20% of his time in town and 80% of his time out of town.
Scouts aren't just Scouts. Being a Scout means they're capable of surviving in the wilds. An artisan with some scouting abilities is able to handle harvesters and surveying better than an artisan without scout skills.
Phew, that was just plain ol' preachy. Anyway, the point is, think outside the box. SWG is not about the grind. If it was about the grind, it would take 6 months to max a character.
Jim,
Ditto. I agree completely. Scouting is an excellent profession, and I have little patience for the wannabee BH and CHs that bitch and whine about having to do it. Tough. Pay your dues. The elite of the elite in any military or profession didn't get there in two days.
Camping - yeah, it's a grind. But I do like it. It's fun to set up a big ole' camp and watch the ooo's and aah's of the non-Scout/Rangers.
By the way, Jim Bridger's a great name for a Scout. One of the pioneers of the profession. ![]()
B
I agree also. And, it sure is nice to read something with capitalization and punctuation once in a while.
"Happy Hunting"
Tarannis,
You have obviously not read a SINGLE thing that I have posted in the last three weeks.
1.) I have been in constant contact with the Devs and we are getting the following changes in the patch that is currently on Test Center and expected to go live shortly:
No more no build zones; Larger camps gain XP faster; All camps gain XP faster; Larger camps heal faster; Maskscent will be more successful; Camp XP bug fixed; Scout mission terminals added
2.) I have been in discussions (frequent, in-depth discussions) with the Scout dev, and he will beposting on the following changes with the community following this current update, and will include such topics as:
Fishing granting survival XP; Camp and trap crafting granting survivial XP; repairing the group harvesting so that more than one scout can harvest the same animal in a group; maskscent and yellow (non agressive creatures); Exploration missions and XP; new types of traps and camps;
I can't promise that all of the changes we've suggested will be implemented. But I think you'll be pleasantly surprised with what they've got planned for our profession.
3.) Scouts are by far one of the most balanced classes in the game. Scouts are also one of the most useful. That's why everyone else gets Scout skills. I use my Scout skills every day. And I will continue to use them.
Scouts are NOT merely speed bumps on the way to becoming a Bounty Hunter or Creature Handler. We are an important, dynamic and primary profession- if you treat Scouting as something to burn through on your way to CH or BH, then of course no matter HOW easy it is to get to Master, it won't be easy enough. But if you take the time to enjoy what you are doing, it won't be that hard - even the parts that suck, like camping XP. And you'll be having more fun. It all comes down to attitude.
Go back and read some of the other posts in this forum. Most of what you've said has been brought up, addressed, rebrought up and addressed again.
I have no problems with people attacking problems - but attacking fixed problems and then claiming that nothing is getting done...I take personal offense to that. We've made substantial progress here.
B